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Showing 961 to 975 of 1,213 results Save | Export
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Liu, I-Fan; Young, Shelley S. -C. – Interactive Learning Environments, 2017
The purpose of this study is to describe an online community-based English extensive reading contest to investigate whether the participants' intrinsic, extrinsic, and interpersonal motivations and learning results show significant gender differences. A total of 501 valid questionnaires (285 females and 216 males) from Taiwanese high school…
Descriptors: Competition, Motivation, Gender Differences, Questionnaires
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Halimi, Khaled; Seridi-Bouchelaghem, Hassina; Faron-Zucker, Catherine – Interactive Learning Environments, 2014
Compared with learning in classrooms, classical e-learning systems are less adaptive and once a system that supports a particular strategy has been designed and implemented, it is less likely to change according to student's interactions and preferences. Remote educational systems should be developed to ensure as much as necessary the…
Descriptors: Electronic Learning, Learning Processes, Semantics, Student Interests
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Rienties, Bart; Tempelaar, Dirk; Giesbers, Bas; Segers, Mien; Gijselaers, Wim – Interactive Learning Environments, 2014
A large number of studies in CMC have assessed how social interaction, processes and learning outcomes are intertwined. The present research explores how the degree of self-determination of learners, that is the motivational orientation of a learner, influences the communication and interaction patterns in an online Problem Based Learning…
Descriptors: Computer Mediated Communication, Preferences, Self Determination, Personal Autonomy
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Moore, Robert L.; Oliver, Kevin M.; Wang, Chuang – Interactive Learning Environments, 2019
Learning analytics focuses on extracting meaning from large amounts of data. One of the largest datasets in education comes from Massive Open Online Courses (MOOCs) that typically feature enrollments in the tens of thousands. Analyzing MOOC discussion forums presents logistical issues, resulting chiefly from the size of the dataset, which can…
Descriptors: Cognitive Processes, Online Courses, Discussion Groups, Learning Analytics
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Tsai, Fu-Hsing; Kinzer, Charles; Hung, Kuo-Hsun; Chen, Cheng-Ling Alice; Hsu, I-Ying – Interactive Learning Environments, 2013
While most current educational simulation games provide learners with gameplay experience to motivate learning, there is often a lack of focus on ensuring that the desired content knowledge is actually learned. Students may focus on completing game activities without learning the targeted content knowledge, thus negating the desired learning…
Descriptors: Simulation, Educational Games, Learning Motivation, Instructional Design
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Cheng, Kun-Hung; Hou, Huei-Tse; Wu, Sheng-Yi – Interactive Learning Environments, 2014
In the social interactions among individuals of learning communities, including those individuals engaged in peer assessment activities, emotion may be a key factor in learning. However, research regarding the emotional response of learners in online peer assessment activities is relatively scarce. Detecting learners' emotion when they make…
Descriptors: Online Courses, Electronic Learning, Peer Evaluation, Emotional Response
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Lau, Kung Wong; Lee, Pui Yuen – Interactive Learning Environments, 2015
This paper discusses the roles of simulation in creativity education and how to apply immersive virtual environments to enhance students' learning experiences in university, through the provision of interactive simulations. An empirical study of a simulated virtual reality was carried out in order to investigate the effectiveness of providing…
Descriptors: Foreign Countries, Computer Simulation, College Students, Creative Thinking
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Barbagallo, A.; Formica, A. – Interactive Learning Environments, 2017
ELSE (E-Learning for the Semantic ECM) is an ontology-based system which integrates semantic search methodologies and e-learning technologies. It has been developed within a project of the CME (Continuing Medical Education) program--ECM (Educazione Continua nella Medicina) for Italian participants. ELSE allows the creation of e-learning courses…
Descriptors: Semantics, Electronic Learning, Professional Continuing Education, Medical Education
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Tsuei, Mengping – Interactive Learning Environments, 2017
This study examined the effects of low-achieving children's use of helping tools in a synchronous mathematics peer-tutoring system on the children's mathematics learning and their learning behaviours. In a remedial class, 16 third-grade students in a remedial class engaged in peer tutoring in a face-to-face synchronous online environment during a…
Descriptors: Peer Teaching, Tutoring, Student Behavior, Low Achievement
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Fields, Deborah; Vasudevan, Veena; Kafai, Yasmin B. – Interactive Learning Environments, 2015
We highlight ways to support interest-driven creation of digital media in Scratch, a visual-based programming language and community, within a high school programming workshop. We describe a collaborative approach, the programmers' collective, that builds on social models found in do-it-yourself and open source communities, but with scaffolding…
Descriptors: Programming Languages, Programming, High School Students, Cooperative Learning
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Lee, Hye-Jung – Interactive Learning Environments, 2015
With the recent development of internet and mobile technology, a new kind of e-text communication is emerging. From messenger chatting, mobile texting, to social networking through Twitter or Facebook, e-text communication is becoming a main communication channel, especially for the younger generation. However, there has not been sufficient…
Descriptors: Handheld Devices, Telecommunications, Written Language, Electronic Learning
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Huang, Wenyeh; Ho, Jonathan C. – Interactive Learning Environments, 2018
Considering a company's limited time and resources, an effective training method that improves employees' ability to make ethical decision is needed. Based on social cognitive theory, this study proposes that employing games in an ethics training program can help improve moral reasoning through actively engaging learners. The experimental design…
Descriptors: College Students, Moral Values, Thinking Skills, Learning Strategies
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Chen, Ching-Huei; Law, Victor; Chen, Wei-Yu – Interactive Learning Environments, 2018
The purpose of this study is to examine the effects of different modes of competition on science learning in a game-based learning (GBL) environment. Some key motivational constructs such as learning goals, performance goals, and perceived ability were also investigated. One hundred ninety-five students from a secondary school in Taiwan were…
Descriptors: Foreign Countries, Secondary School Students, Competition, Science Education
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Tezer, Murat; Çimsir, Burcu Turan – Interactive Learning Environments, 2018
This research aimed to examine the impact of using mobile-supported learning management systems (LMS) in teaching web design on the academic success of students and their opinion on the course; and it was conducted on 70 volunteer students (35 experimental, 35 control) enrolled at Giresun University, Technical Sciences Vocational School, Computer…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Integrated Learning Systems
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Chen, Gwo-Dong; Nurkhamid; Wang, Chin-Yeh; Yang, Su-Hang; Lu, Wei-Yuan; Chang, Chih-Kai – Interactive Learning Environments, 2013
This study proposes a platform to provide a near-authentic environment, context, and situation for task-based learning. The platform includes two projection screens (a vertical and a horizontal screen) combined for situated or authentic learning. The horizontal screen extends the vertical screen scene to form a space for learning activities and…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Pretests Posttests
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